心理学
困境
互动性
代理(哲学)
社会心理学
感觉寻求
电子游戏
心率
沉浸式(数学)
微分效应
听力学
临床心理学
医学
多媒体
人格
内科学
计算机科学
纯数学
哲学
认识论
血压
数学
标识
DOI:10.1016/j.chb.2015.11.041
摘要
Fear research faces a dilemma as typical methods of induction elicit passive or indirect fear, rather than authentic or direct fear. The present study investigated and compared the effects of interactivity, or agency, on the physiological responses of participants as measures of direct fear as they either played or watched a horror-themed video game. Assuming agency allows for greater immersion, the former group would exhibit greater physiological responses, possibly indicating greater fear reaction. Change scores were calculated from subtracting baseline mean values from exposure mean values for every participant in measures of electrodermal activity (EDA), respiratory rate (RR), and heart rate (HR). Self-reported fear data was also gathered for every participant. Players had a significantly greater increase than watchers in EDA, RR, and HR change scores. Players and watchers did not differ significantly in self-reported fear. Change score t tests for specific events that occur in the video game are also reported. These results suggest that the variable of agency may have had the effect of inducing a greater fear response and that it provides utility for researchers seeking to ethically induce direct fear.
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